;
;   CIVILIZATION GAME DATA -- THE HABSBURG BID FOR MASTERY
;   Copyright (c) 1995 by MicroProse Software
;   Changes 1997-8 by Michael J. Daumen
;
;   This file can be altered at your own risk to change
;   the rules of the game.  Keep in mind that altering the
;   contents of this file may cause your game to malfunction,
;   particularly if you use values outside the specified
;   ranges.
;

;
;   Cosmic Principles
;
;   The following numbers control various key rules
;   of the game.  GREAT discretion is advised if you
;   opt to change these.  Values too far out of the
;   expected range can cause the game to behave strangely.
;
@COSMIC
3       ; Road movement multiplier
2       ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
2       ; # of food each citizen eats per turn
10      ; # of rows in food box (rows * city_size+1 = box)
10      ; # of rows in shield box
2       ; Settlers eat (govt <= Monarchy)
2       ; Settlers eat (govt >= Communism)
7       ; City size for first unhappiness at Chieftain level
20      ; Riot factor based on # cities (higher factor lessens the effect)
10      ; Aqueduct needed to exceed this size
30      ; Sewer System needed to exceed this size
10      ; Tech paradigm (higher # slows research)
20      ; Base time for engineers to transform terrain (x2)
3       ; Monarchy  pays support for all units past this
5       ; Communism pays support for all units past this
7       ; Fundamentalism pays support for all units past this
5       ; Communism is equivalent of this palace distance.
75      ; Fundamentalism loses this % of science
50      ; Percent shield penalty for production type change
10      ; Max paradrop range
75      ; Mass/Thrust paradigm (increasing slows spaceship time)
4       ; Max effective science rate in fundamentalism (x10, so 5 = 50%)

;
;   Civilization Advances
;
;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
;
;     Ai Value = Basic value at which computer players
;                view this advance (used in determining
;                which discovery to pursue, which to
;                acquire during exchanges, and value of
;                gift during diplomacy).
;     Modifier = Modifier to value based on the "civilized"
;                aspect of a leader's personality.  Positive
;                values increase value for civilized leaders,
;                decrease it for militaristic.  Negative
;                values vice versa.
;     preq1, preq2 = Prerequisites
;
;     Epoch = historical period
;             0 = Ancient
;             1 = Renaissance
;             2 = Industrial Revolution
;             3 = Modern
;
;     Category = Knowledge category
;             0 = Military
;             1 = Economic
;             2 = Social
;             3 = Academic
;             4 = Applied
;
@CIVILIZE
Advanced Flight,    4,-2,  no,  no,  3, 4    ; AFl
Alphabet,           5, 1,  nil, nil, 0, 3    ; Alp
Anglican Church,    0, 0,  U3,  Rec, 1, 2    ; Amp
Astronomy,          4, 1,  Mys, Mat, 1, 3    ; Ast
Atomic Theory,      4,-1,  no,  no,  2, 3    ; Ato
Automobile,         6,-1,  no,  no,  3, 4    ; Aut
Banking,            4, 1,  Cmp, Mat, 1, 1    ; Ban
Bridge Building,    4, 0,  Iro, Cst, 0, 4    ; Bri
Bronze Working,     6,-1,  nil, nil, 0, 4    ; Bro
Ceremonial Burial,  5, 0,  nil, nil, 0, 2    ; Cer
Chemistry,          5,-1,  Uni, Med, 1, 3    ; Che
Chivalry,           4,-2,  Feu, Hor, 1, 0    ; Chi
Code of Laws,       4, 1,  Alp, nil, 0, 2    ; CoL
The Cannon,         0, 0,  Min, Gun, 2, 0    ; CA 
Cavalry Tactics,    0, 0,  Feu, Hor, 2, 0    ; Cmb
Monarchy,           5, 0,  no,  no,  2, 2    ; Cmn
Commerce,           4, 1,  Tra, Cur, 1, 1    ; Cmp
Counter Reformation,0, 0,  X6,  Mob, 1, 2    ; Csc
Construction,       4, 0,  Mas, Cur, 0, 4    ; Cst
The Crossbow,       0, 0,  Feu, nil, 1, 0    ; Cor
Currency,           4, 1,  Bro, nil, 0, 1    ; Cur
Democracy,          5, 1,  no,  no,  2, 2    ; Dem
Economics,          4, 1,  no,  no,  2, 1    ; Eco
Electricity,        4, 0,  no,  no,  2, 4    ; E1 
Electronics,        4, 1,  no,  no,  3, 4    ; E2 
Engineering,        4, 0,  Whe, Cst, 0, 4    ; Eng
Guilds,             0, 0,  Ban, nil, 2, 1    ; Env
The Flintlock,      0, 0,  Cmb, Gun, 2, 0    ; Esp
Islam,              0, 0,  Plu, nil, 2, 2    ; Exp
Feudalism,          0, 0,  War, Phi, 0, 0    ; Feu
Islamic Seigecraft, 0, 0,  Exp, nil, 2, 2    ; Fli
Islamic Rule,       0, 0,  Exp, nil, 2, 2    ; Fun
Islamic Sects,      0, 0,  Exp, nil, 2, 2    ; FP 
Islamic Warfare,    0, 0,  Exp, nil, 2, 2    ; Gen
City Defenders,     0, 0,  Feu, Ban, 2, 0    ; Gue
Gunpowder,          8,-2,  Inv, Iro, 1, 0    ; Gun
Horseback Riding,   4,-1,  nil, nil, 0, 0    ; Hor
Industrialization,  6, 0,  no,  no,  2, 1    ; Ind
Invention,          6, 0,  Eng, Lit, 1, 4    ; Inv
Iron Working,       5,-1,  Bro, War, 0, 4    ; Iro
Joint-Stock Company,0, 0,  NP,  X4,  2, 1    ; Lab
The Laser,          4, 0,  no,  no,  3, 3    ; Las
Leadership,         5,-1,  no,  no,  1, 0    ; Ldr
Literacy,           5, 2,  Wri, CoL, 0, 3    ; Lit
Machine Tools,      4,-2,  no,  no,  2, 4    ; Too
Magnetism,          4,-1,  Phy, Iro, 1, 3    ; Mag
Map Making,         6,-1,  Alp, nil, 0, 1    ; Map
Masonry,            4, 1,  nil, nil, 0, 4    ; Mas
Mass Production,    5, 0,  no,  no,  3, 4    ; MP 
Mathematics,        4,-1,  Alp, Mas, 0, 3    ; Mat
Medicine,           4, 0,  Mys, Tra, 1, 1    ; Med
Metallurgy,         6,-2,  Gun, Uni, 1, 0    ; Met
Metal Casting,      0, 0,  Met, Sth, 1, 0    ; Min
Monasticism,        0, 0,  Phi, nil, 1, 2    ; Mob
Monarchy,           5, 1,  no,  no,  0, 2    ; Mon
Monotheism,         5, 1,  Mys, nil, 1, 2    ; MT 
Mysticism,          4, 0,  Cer, nil, 0, 2    ; Mys
Navigation,         6,-1,  Sea, Ast, 1, 1    ; Nav
Nuclear Fission,    6,-2,  no,  no,  3, 3    ; NF 
Exploration,        0, 0,  X4,  Phi, 1, 1    ; NP 
Christianity,       6, 1,  Plu, nil, 1, 2    ; Phi
Physics,            4,-1,  Nav, Lit, 1, 3    ; Phy
Plastics,           4, 1,  no,  no,  3, 4    ; Pla
Tech Seed,          4, 0,  no,  no,  1, 4    ; Plu
Pole Arms,          0, 0,  Feu, nil, 1, 0    ; PT 
Pottery,            4, 1,  nil, nil, 0, 1    ; Pot
Printing,           0, 0,  Cmp, Uni, 1, 3    ; Rad
Railroad,           6, 0,  no,  no,  2, 1    ; RR 
Protestant Thought, 0, 0,  Rad, X7,  1, 2    ; Rec
Refining,           4, 0,  no,  no,  2, 4    ; Ref
Irrigation,         3, 1,  no,  no,  0, 1    ; Rfg
Stadtholds,         0, 0,  U2,  nil, 0, 2    ; Rep
Robotics,           5,-2,  no,  no,  3, 0    ; Rob
Rocketry,           6,-2,  no,  no,  3, 0    ; Roc
Sanitation,         4, 2,  Med, Eng, 2, 1    ; San
Seafaring,          4, 1,  Map, Pot, 0, 1    ; Sea
Scouting,           0, 0,  Feu, Cmb, 1, 0    ; SFl
Seigecraft,         0, 0,  Feu, nil, 1, 0    ; Sth
Steam Engine,       4,-1,  no,  no,  2, 0    ; SE 
Dutch Trigger,      0, 0,  no,  no,  2, 3    ; Stl
Swedish Trigger,    0, 0,  no,  no,  2, 3    ; Sup
Russian Trigger,    0, 0,  no,  no,  2, 3    ; Tac
Theology,           3, 2,  MT,  Feu, 1, 2    ; The
Yeomanry,           0, 0,  U3,  nil, 1, 3    ; ToG
Trade,              4, 2,  Cur, CoL, 0, 1    ; Tra
University,         5, 1,  Mat, Lit, 1, 3    ; Uni
Warrior Code,       4,-1,  nil, nil, 0, 0    ; War
The Wheel,          4,-1,  Hor, nil, 0, 4    ; Whe
Writing,            4, 2,  Alp, nil, 0, 3    ; Wri
Ottoman Technology, 0, 0,  Exp, nil, 2, 3    ; FT 
Teutonic Warfare,   0, 0,  no,  no,  2, 3    ; U1 
Dutch Culture,      0, 0,  no,  no,  2, 3    ; U2 
English Culture,    0, 0,  no,  no,  2, 3    ; U3 
not Teutonic Warfare,0,0,  no,  no,  2, 3    ; X1 
not Dutch Culture,  0, 0,  no,  no,  2, 3    ; X2 
not English Cuture, 0, 0,  no,  no,  2, 3    ; X3 
Atlantic Trade,     0, 0,  Plu, nil, 2, 3    ; X4 
Mediterranean Trade,0, 0,  Plu, nil, 2, 3    ; X5 
Catholic Culture,   0, 0,  Plu, nil, 2, 3    ; X6 
Protestant Culture, 0, 0,  Plu, nil, 2, 3    ; X7 

;
; Above 11 tech slots (U1 to X8) allow you to define your own 
; civilization advances if desired.  Supply the name, the AI 
; value, and the prerequisites.
;
; Then use the "U1", "U2", etc. 
; identifier to incorporate it into the tech chain as a
; prerequisite for other techs, units, city improvements.
;

;
;  City Improvements
;
;   cost(x10), upkeep, preq
;
@IMPROVE
Nothing,                   1, 0,    nil,
Castle,                   10, 0,    Mas,
Garrison,                  6, 1,    nil,
Granary,                   6, 1,    nil,
Monastery,                10, 1,    Mob,
Market,                    6, 1,    Cmp,
University,                6, 1,    Phi,
Manor,                     6, 1,    Feu,
Fortifications,            8, 0,    nil,
Aqueduct,                  8, 0,    nil,
Bank,                      8, 2,    Ban,
Mosque,                   10, 3,    Exp,
Printing House,            8, 3,    Rad,
Mass Transit,             16, 4,    no, 
Cathedral,                 8, 2,    Phi,
Guilds,                   10, 3,    Env,
Manufacturing Plant,      32, 6,    no, 
SDI Defense,              20, 4,    no, 
Recycling Center,         20, 2,    no, 
Power Plant,              16, 4,    no, 
Hydro Plant,              24, 4,    nil,
Nuclear Plant,            16, 2,    nil,
Joint-Stock Company,      12, 3,    Lab,
Sewer System,             12, 2,    no, 
Dikes,                     8, 0,    no, 
Clunaic House,             6, 1,    Mob,
Research Lab,             16, 3,    no, 
SAM Missile Battery,      10, 2,    no, 
Seawalls,                  8, 0,    no,
Solar Plant,              32, 4,    no, 
Fishery,                   6, 1,    nil,
Seaport,                  16, 3,    NP,
Airport,                  16, 3,    no, 
Stadthold,                 8, 1,    U2, 
Shipyard,                  8, 2,    nil,
SS Structural,             8, 0,    no, 
SS Component,             16, 0,    no, 
SS Module,                32, 0,    no, 
Faire,                    60, 0,    Cmp,
Pyramids,                 20, 0,    no, 
Sistine Chapel,           20, 0,    nil,
Aldine Press,             20, 0,    nil,
Henry's Maritime Academy, 20, 0,    nil,
Great Library,            30, 0,    no, 
St. Ignatius' Exercises,  30, 0,    Csc,
Tower,                    30, 0,    nil,
The Bayeux Tapestry,      30, 0,    nil, 
Calvin's Institutes,      30, 0,    Rec,
The Hagia Sophia,         20, 0,    nil,
Zwingli's 67 Articles,    30, 0,    Rec,
Tycho's Observatory,      30, 0,    nil,
Magellan's Expedition,    40, 0,    no, 
El Escorial,              30, 0,    nil,
Leonardo's Workshop,      40, 0,    no, 
Notre Dame Cathedral,     40, 0,    nil,
The Classical Heritage,   40, 0,    nil,
Control of the New World, 40, 0,    nil,
Darwin's Voyage,          40, 0,    no, 
Statue of Liberty,        40, 0,    no, 
Thomas Becket's Cathedral,30, 0,    nil, 
Estates-General,          30, 0,    U2, 
Ninety-Five Theses,       60, 0,    nil,
Manhattan Project,        60, 0,    no, 
United Nations,           60, 0,    no, 
Apollo Program,           60, 0,    no, 
Erasmus' Conservatory,    60, 0,    nil, 
Book of Common Prayer,    30, 0,    Amp,

;
; Expiration advancements for Wonders of the World
;
@ENDWONDER
nil,        ; Pyramids
nil,        ; Sistine Chapel
nil,        ; Aldine Press
nil,        ; Prince Henry's School
nil,        ; Great Library
nil,        ; St. Ignatius' Exercises
nil,        ; Tower
nil,        ; Sun Tzu's War Academy
nil,        ; Calvin's Institutes
nil,        ; Hagia Sophia
nil,        ; Zwingli's 67 Articles
nil,        ; Tycho's Observatory
nil,        ; Magellan's Expedition
nil,        ; Escorial
nil,        ; Leonardo's Workshop
nil,        ; Notre Dame Cathedral
nil,        ; Erasmus' Conservatory
nil,        ; Control of the New World
nil,        ; Darwin's Voyage
nil,        ; Statue of Liberty
nil,        ; Eiffel Tower
nil,        ; Estates-General
nil,        ; Ninety-Five Theses
nil,        ; Manhattan Project
nil,        ; United Nations
nil,        ; Apollo Program
nil,        ; SETI Program
nil,        ; Book of Common Prayer

;    Unit Types
;
; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags
;
; until       = Civ advance which renders unit obsolete
; Move        = Movement rate (spaces per turn)
; Range       = # of turns fuel carried (0 for non-air units)
;
; domain      = Movement domain of unit
:               0 = Ground
;               1 = Air
;               2 = Sea
;
; att         = Attack factor (chance to score hit attacking)
; def         = Defense factor (chance to score hit defending)
; hit         = Hit points (damage x10 which can be taken before elimination)
; firepwr     = # damage points caused per hit scored on enemy.
;
; cost        = Cost (# of shield rows, usually of 10 shields each)
; hold        = # of holds on ship (for carrying units)
;
; role        = AI role (Generally affects the way in
;               which computer players use the unit, but
;               roles >= 5 will actually affect abilities
;               of the unit)
;               0 = Attack
;               1 = Defend
;               2 = Naval Superiority
;               3 = Air Superiority
;               4 = Sea Transport
;               5 = Settle
;               6 = Diplomacy
;               7 = Trade
;
; preq        = Prerequisite advance
;
; "Flags" control special advantages & restrictions.  Not
; all of these flags "make sense" for all types of units
; (paradropping ships, for instance).  Nonsensical variations
; may produce bizarre effects (or worse).  You were warned.
;
;   000000000000001 = Two space visibility
;   000000000000010 = Ignore zones of control
;   000000000000100 = Can make amphibious assaults
;   000000000001000 = Submarine advantages/disadvantages
;   000000000010000 = Can attack air units (fighter)
;   000000000100000 = Ship must stay near land (trireme)
;   000000001000000 = Negates city walls (howitzer)
;   000000010000000 = Can carry air units (carrier)
;   000000100000000 = Can make paradrops
;   000001000000000 = Alpine (treats all squares as road)
;   000010000000000 = x2 on defense versus horse (pikemen)
;   000100000000000 = Free support for fundamentalism (fanatics)
;   001000000000000 = Destroyed after attacking (missiles)
;   010000000000000 = x2 on defense versus air (AEGIS)
;   100000000000000 = Unit can spot submarines
;
;
@UNITS
Peasants,     ToG, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Yeomen,       Exp, 0,  1.,0,  0a,2d,  2h,1f,  4,0,  5, ToG, 000000000000000
Infantry,     Exp, 0,  1.,0,  1a,1d,  1h,1f,  1,0,  1, nil, 000000000000000
Longbowmen,   X3,  0,  1.,0,  2a,1d,  1h,1f,  2,0,  0, U3,  000010000000000
Halberdiers,  Exp, 0,  1.,0,  3a,1d,  1h,1f,  3,0,  0, PT,  000000001000000
Pikemen,      Exp, 0,  1.,0,  1a,3d,  1h,1f,  3,0,  1, Feu, 000010000000000
Arquebusiers, nil, 0,  1.,0,  3a,3d,  2h,1f,  4,0,  1, Gun, 000000000000000
Swedes,       nil, 0,  1.,0,  5a,3d,  2h,2f,  2,0,  0, no,  000000000000000
Bashi-Bazouks,Phi, 0,  1.,0,  1a,2d,  1h,1f,  3,0,  1, Fun, 000000000000000
Townsmen,     Exp, 0,  1.,0,  1a,2d,  1h,1f,  5,0,  1, no,  000001000000010
Crossbowmen,  Exp, 0,  1.,0,  2a,2d,  2h,1f,  4,0,  0, Cor, 000010000000000
Tercio,       nil, 0,  1.,0,  4a,2d,  2h,1f,  4,0,  0, no,  000000000000000
Raiders,      Phi, 0,  1.,0,  3a,1d,  1h,2f,  4,0,  0, Gen, 000000000000100
Paratroops,   nil, 0,  1.,0,  4a,3d,  2h,1f,  4,0,  0, no,  000000100000000
Janissaries,  Phi, 0,  1.,0,  4a,3d,  2h,1f,  5,0,  0, Gen, 000000000000000
Light Cavalry,Exp, 0,  2.,0,  2a,1d,  1h,1f,  2,0,  0, Hor, 000000000000000
Mamelukes,    Phi, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Gen, 000000000000000
Heavy Cavalry,Exp, 0,  2.,0,  3a,2d,  1h,1f,  4,0,  0, Cmb, 000000000000000
Knights,      Exp, 0,  2.,0,  4a,1d,  1h,1f,  4,0,  0, Chi, 000000000000000
Landsknechten,X1,  0,  2.,0,  4a,2d,  1h,1f,  4,0,  0, U1,  000000000000000
Dragoons,     Exp, 0,  2.,0,  5a,2d,  2h,1f,  5,0,  0, Esp, 000000000000000
Condottieri,  nil, 0,  2.,0,  3a,1d,  2h,1f,  4,0,  0, no,  000000000000000
Oprichniki,   nil, 0,  1.,0,  5a,1d,  2h,1f,  5,0,  0, no,  000000000000000
Falconet,     Min, 0,  1.,0,  6a,1d,  1h,1f,  4,0,  0, CA,  000000000000000
Cannon,       Exp, 0,  1.,0,  8a,1d,  2h,1f,  6,0,  0, Min, 000000001000000
Bombard,      Phi, 0,  1.,0, 10a,1d,  2h,2f,  8,0,  0, Fli, 000000000000000
Seige Tower,  nil, 0,  1.,0,  6a,1d,  2h,2f,  5,0,  0, Sth, 000000001000000
Fighter,      nil, 1, 10.,1,  4a,2d,  2h,2f,  6,0,  3, no,  000000000010001
Bomber,       nil, 1,  8.,2, 12a,1d,  2h,2f, 12,0,  0, no,  000000000000001
Helicopter,   nil, 1,  6.,0, 10a,3d,  2h,2f, 10,0,  0, no,  100000000000001
Stlth Ftr.,   nil, 1, 14.,1,  8a,3d,  2h,2f,  8,0,  3, no,  000000000010001
Stlth Bmbr.,  nil, 1, 12.,2, 14a,3d,  2h,2f, 16,0,  0, no,  000000000000001
Galley,       X4,  2,  3.,0,  1a,1d,  1h,1f,  4,2,  4, Phi, 000000000100000
Carrack,      X5,  2,  3.,0,  2a,1d,  1h,1f,  4,3,  4, X4,  000000000000000
Galleon,      Exp, 2,  4.,0,  0a,2d,  2h,1f,  4,4,  4, no,  000000000000000
Fluyt,        X2,  2,  4.,0,  4a,2d,  2h,1f,  5,2,  2, U2,  000000000000000
Dhow,         Phi, 2,  4.,0,  4a,2d,  2h,1f,  5,3,  2, Gen, 000000000000000
Corsair,      nil, 2,  4.,0,  4a,3d,  2h,2f,  6,0,  2, no,  000000000000000
Cruiser,      nil, 2,  5.,0,  6a,6d,  3h,2f,  8,0,  2, no,  100000000000001
AEGIS Cruiser,nil, 2,  5.,0,  8a,8d,  3h,2f, 10,0,  2, no,  110000000000001
Battleship,   nil, 2,  4.,0, 12a,12d, 4h,2f, 16,0,  2, no,  000000000000001
Submarine,    nil, 2,  3.,0, 10a,2d,  3h,2f,  6,0,  2, no,  000000000001001
Carrier,      nil, 2,  5.,0,  1a,9d,  4h,2f, 16,0,  2, no,  000000010000001
Transport,    nil, 2,  5.,0,  0a,3d,  3h,1f,  5,8,  4, no,  000000000000000
Cruise Msl.,  nil, 1, 12.,1, 20a,0d,  1h,3f,  6,0,  0, no,  001000000000000
Nuclear Msl., nil, 1, 16.,1, 99a,0d,  1h,1f, 16,0,  0, no,  001000000000000
Jesuit,       X7,  0,  2.,0,  0a,0d,  1h,1f,  3,0,  6, Csc, 000000000000010
Spy,          nil, 0,  3.,0,  0a,0d,  1h,1f,  3,0,  6, no,  000000000000010
Merchant,     nil, 0,  1.,0,  0a,1d,  1h,1f,  5,0,  7, nil, 000000000000010
Assassin,     Phi, 0,  1.,0,  8a,0d,  1h,1f,  5,0,  0, FP,  001000000000010
Grenzer,      Exp, 0,  1.,0,  0a,1d,  1h,1f,  3,0,  0, SFl, 000001000000011
Tatar,        nil, 0,  2.,0,  5a,2d,  2h,1f,  6,0,  0, no,  000000000000000
Hospitaller,  nil, 0,  1.,0,  3a,5d,  2h,1f,  6,0,  1, no,  000000000000000
Swiss Guards, nil, 0,  1.,0,  2a,3d,  1h,1f,  2,0,  1, no,  000000000000000
Test Unit 1,  nil, 0,  1.,0,  2a,2d,  2h,1f,  3,0,  5, no,  000000000000000
Test Unit 2,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 3,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 4,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 5,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 6,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 7,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000
Test Unit 8,  nil, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, no,  000000000000000

;


;
; Note: the above 11 unit types (extra land, ship, air, and test units) are 
; available for user defined unit types.  If these units are given prerequisites
; other than "no" they will appear in the game when the specified
; technology is reached.  Use if you want to create your own unit types
; without sacrificing any of the predefined units.  Be sure to define
; the "role" field accurately, so that the computer will understand how
; to make use of the new units in its own civilizations.
;
; There is no requirement that the extra units be used to
; create exactly one of each type; you could create three
; ground units.  But the icons provided are for one of each.
; The 11 extra unit types have default icons provided by the game.
; To actually change the icons is a somewhat more difficult
; task.  The icons are stored in "UNITS.GIF".
;
; Sound effects for these 11 units may be added by providing
; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
: Extra1.wav through extra8.wav for the 8 test units.  These should be
; 8-bit, mono, and sampled at 22050hz.
;
; Ideas:
;
; Hovercraft,   nil, 2,  8.,0,  0a,1d,  2h,2f,  7,1,  4, MP,  000000000000000
;


;
;  Terrain
;
;  Movecost, defense,   food, shields, trade,
;        . . .  Irrigate, bonus, #turns, ai-irrigate,
;        . . .  Mine,     bonus, #turns, ai-mine
;        . . .  Transform
;
;   defense = multiply by 50% to get % of normal combat factor defended at.
;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
;
;  Irrigate/Mine = yes, no, or type of terrain changed to
;  Transform     = Terrain type engineers can transform to
;
;  bonus = # extra production from that change
;
;  turns = # turns for settler to make change
;
;  ai    = Minimum govt level necessary for
;          computer player to want to perform irrigate/mine
;        0 Never
;        1 Despotism
;        2 Monarchy
;        3 Communism
;        4 Fundamentalism
;        5 Republic
;        6 Democracy
;
@TERRAIN
Desert,     1,2,  0,1,0,   yes, 1, 5, 5,   yes, 1, 5,  3,  no,    ; Drt
Plains,     1,2,  1,1,0,   yes, 1, 5, 1,   For, 0,15,  0,  no,    ; Pln
Grassland,  1,2,  2,1,0,   yes, 1, 5, 2,   For, 0,10,  0,  no,    ; Grs
Forest,     2,3,  1,2,0,   Pln, 0, 5, 5,   no,  0, 5,  0,  no,    ; For
Hills,      2,4,  1,0,0,   yes, 1,10, 0,   yes, 3,10,  1,  no,    ; Hil
Mountains,  3,6,  0,1,0,   no,  1,10, 0,   yes, 1,10,  6,  no,    ; Mou
Alpine,     1,2,  3,1,2,   no,  0,10, 1,   no,  0, 0,  0,  no,    ; Tun
Straits,    1,2,  2,0,5,   yes, 1, 5, 2,   no,  1,15,  3,  no,    ; Gla
Swamp,      2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,    ; Swa
Jungle,     2,3,  1,0,0,   Grs, 0,15, 6,   For, 0,15,  0,  no,    ; Jun
Ocean,      1,2,  1,0,2,   no,  0, 0, 0,   no,  0, 0,  0,  no,    ; Oce
Oasis,      1,2,  3,1,0,
Pasture,    1,2,  1,3,0,
Grassland,  1,2,  2,1,0,
Game,       2,3,  3,2,0,
Silver,     2,4,  1,2,0,
Gold,       3,6,  0,1,6,
Game,       1,2,  3,1,0,
Ivory,      2,2,  1,1,4,
Peat,       2,3,  1,4,0,
Gems,       2,3,  1,0,4,
Fish,       1,2,  3,0,2,
Desert Oil, 1,2,  0,4,0,
Wheatfields,1,2,  3,1,0,
Grassland,  1,2,  2,1,0,
Timber,     2,3,  1,2,3,
Orchards,   2,4,  1,0,4,
Iron,       3,6,  0,4,0,
Furs,       1,2,  2,0,3,
Glacier Oil,2,2,  0,4,0,
Timber,     2,3,  3,0,4,
Fruit,      2,3,  4,0,1,
Whales,     1,2,  2,2,3,




@GOVERNMENTS
Anarchy,        Mr.,         Ms.
Despotism,      Emperor,     Empress
See,            Pope,        Abbess
Kingdom,        King,        Queen
Empire,         Sultan,      Sultana
Republic,       Stadtholder, Stadtholder
Democracy,      President,   President

;
;   Leaders
;
;   leader, female, color, style, plural, adjective, ...
;           ...attack, expand, civilize, ...
;           ...govt, male, female...<repeat>
;
;   female:     0 = male           1 = female
;
;   color:  Color set (1 - 7)
;   style:  City style (0 - 3)
;           0 = Bronze Age
;           1 = Classical
;           2 = Far East
;           3 = Medieval
;
;   attack:     1 = aggressive    -1 = rational
;   expand:     1 = expansionist  -1 = perfectionist
;   civilize:   1 = civilized     -1 = militaristic
;
;   govt = government type for name replacement (0 = Anarchy, 6 = Democracy)
;
;   male, female = titles for leader of government
;
@LEADERS
Leo X,        Livia,               0, 1, 3, Romans,      Roman,      -1, -1,  0,  
Frederick,    Ishtari,             0, 2, 3, Babylonians, Babylonian, -1, -1,  0,  2, Prince, Princess
Francis II,   Maria Theresa,       0, 3, 3, Germans,     German,     -1, -1,  0,
Charles V,    Isabella,            0, 4, 3, Egyptians,   Egyptian,    0, -1,  0,  4, Emperor, Empress
Suleiman,     E. Roosevelt,        0, 5, 0, Americans,   American,    1, -1, -1,
Alexander,    Hippolyta,           0, 6, 1, Greeks,      Greek,       0,  1, -1,
Maurice,      Margaret,            0, 7, 3, Indians,     Indian,     -1, -1,  0,
Lenin,        Catherine the Great, 1, 1, 3, Russians,    Russian,     1,  0, -1,
Shaka,        Shakala,             0, 2, 0, Zulus,       Zulu,        1,  0,  0,
Francis II,   Eleanor,             0, 3, 3, French,      French,      0,  0,  0,
Montezuma,    Nazca,               0, 4, 0, Aztecs,      Aztec,       0, -1,  1,
Mao Tse Tung, Wu Zhao,             0, 5, 2, Chinese,     Chinese,     0,  0,  1,
Henry VIII,   Elizabeth I,         0, 6, 3, English,     English,    -1, -1,  0,
Genghis Khan, Bortei,              0, 7, 0, Mongols,     Mongol,      1,  1, -1,
Cunobelin,    Boadicea,            1, 1, 0, Celts,       Celtic,     -1,  1,  0,
Tokugawa,     Amaterasu,           0, 2, 2, Japanese,    Japanese,    1, -1, -1,
Canute,       Gunnhild,            1, 3, 3, Vikings,     Viking,      1,  1,  0,
Philip II,    Isabella,            1, 4, 3, Spanish,     Spanish,     0,  0, -1,  2, Emperor, Empress
Xerxes,       Scheherezade,        0, 5, 0, Persians,    Persian,     1,  0,  0,
Hannibal,     Dido,                0, 6, 1, Carthaginians,Carthaginian, 0,  0, -1,
Sitting Bull, Sacajawea,           0, 7, 0, Sioux,       Sioux,       0,  0,  0,




;
;   Trading Commodities
;
@CARAVAN
Alum,
Wool,
Slaves,
Cloth,
Salt,
Cotton,
Copper,
Dye,
Wine,
Silk,
Silver,
Spice,
Gems,
Gold,
Oil,
Saltpeter,


@ORDERS
Fortify,            F
Fortified,          F
Sleep,              S
Build Fortress,     F
Build Road,         R
Build Irrigation,   I
Build Mine,         m
Transform,          O
Clean Pollution,    p
Build Airbase,      E
Go to,              G


@DIFFICULTY
Chieftain
Warlord
Prince
King
Emperor
Deity

@ATTITUDES
Worshipful
Enthusiastic
Cordial
Receptive
Neutral
Uncooperative
Icy
Hostile
Enraged













